From 9b83a632621264e28dd1724b90d381727c83d941 Mon Sep 17 00:00:00 2001 From: William Miller Date: Wed, 30 Oct 2024 19:40:11 -0300 Subject: [PATCH 1/2] Fix Match Stats Tracking Improperly (#898) Previously would incorrectly count each round in round based modes as individual games duplicating and stacking stats for those modes in the process. This commit changes where the hook happens. Ensures the stats will register only once and only when the match really ends, still disconsidering Epilogue state. --- .../mod/scripts/vscripts/mp/_gamestate_mp.nut | 32 +------------- .../mod/scripts/vscripts/mp/_stats.nut | 44 +++++++++---------- 2 files changed, 22 insertions(+), 54 deletions(-) diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut index 0c66f5a96..17323c38b 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut @@ -226,37 +226,7 @@ void function SetWinner( int team, string winningReason = "", string losingReaso SetGameState( eGameState.WinnerDetermined ) ScoreEvent_MatchComplete( team ) - array players = GetPlayerArray() - int functionref( entity, entity ) compareFunc = GameMode_GetScoreCompareFunc( GAMETYPE ) - if ( compareFunc != null ) - { - players.sort( compareFunc ) - int playerCount = players.len() - int currentPlace = 1 - for ( int i = 0; i < 3; i++ ) - { - if ( i >= playerCount ) - continue - - if ( i > 0 && compareFunc( players[i - 1], players[i] ) != 0 ) - currentPlace += 1 - - switch( currentPlace ) - { - case 1: - UpdatePlayerStat( players[i], "game_stats", "mvp" ) - UpdatePlayerStat( players[i], "game_stats", "mvp_total" ) - UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" ) - break - case 2: - UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" ) - break - case 3: - UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" ) - break - } - } - } + RegisterMatchStats_OnMatchComplete() } } } diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_stats.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_stats.nut index 74a9088b8..84b09ec8d 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_stats.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_stats.nut @@ -13,6 +13,7 @@ global function UpdateTitanCoreEarnedStat global function PreScoreEventUpdateStats global function PostScoreEventUpdateStats global function Stats_OnPlayerDidDamage +global function RegisterMatchStats_OnMatchComplete struct { table< string, array > refs @@ -36,7 +37,6 @@ void function Stats_Init() AddCallback_OnPlayerRespawned( OnPlayerRespawned ) AddCallback_OnClientConnected( OnClientConnected ) AddCallback_OnClientDisconnected( OnClientDisconnected ) - AddCallback_GameStateEnter( eGameState.WinnerDetermined, OnWinnerDetermined ) thread HandleDistanceAndTimeStats_Threaded() thread SaveStatsPeriodically_Threaded() @@ -813,7 +813,7 @@ void function OnPlayerRespawned( entity player ) thread SetLastPosForDistanceStatValid_Threaded( player, true ) } -void function OnWinnerDetermined() +void function RegisterMatchStats_OnMatchComplete() { // award players for match completed, wins, and losses foreach ( entity player in GetPlayerArray() ) @@ -888,30 +888,28 @@ void function OnWinnerDetermined() player.SetPersistentVar( "kdratio_lifetime_pvp", kdratio_lifetimepvp ) } - // award mvp and top 3 in each team - if ( !IsFFAGame() ) + array players = GetPlayerArray() + players.sort( GetScoreboardCompareFunc() ) + int playerCount = players.len() + int currentPlace = 1 + for ( int i = 0; i < 3; i++ ) { - string gamemode = GameRules_GetGameMode() - int functionref( entity, entity ) compareFunc = GameMode_GetScoreCompareFunc( gamemode ) - - for( int team = 0; team < MAX_TEAMS; team++ ) + if ( i >= playerCount ) + continue + + int functionref( entity, entity ) compareFunc = GetScoreboardCompareFunc() + if ( i > 0 && compareFunc( players[i - 1], players[i] ) != 0 ) + currentPlace += 1 + switch( currentPlace ) { - array players = GetPlayerArrayOfTeam( team ) - if ( compareFunc == null ) - { - printt( "gamemode doesn't have a compare func to get the top 3" ) - return - } - players.sort( compareFunc ) - int maxAwards = int( min( players.len(), 3 ) ) - for ( int i = 0; i < maxAwards; i++ ) - { - if ( i == 0 ) - Stats_IncrementStat( players[ i ], "game_stats", "mvp", "", 1.0 ) - Stats_IncrementStat( players[ i ], "game_stats", "top3OnTeam", "", 1.0 ) - } + case 1: // MVP have two parallel stats which one registers MVP for the map played and the other goes to the player's stats menu as a total MVP times + UpdatePlayerStat( players[i], "game_stats", "mvp" ) + UpdatePlayerStat( players[i], "game_stats", "mvp_total" ) + case 2: + case 3: + UpdatePlayerStat( players[i], "game_stats", "top3OnTeam" ) // Ingame this is the "Times Top 3" for the whole match, not per team + break } - } } From 730616d4ceef904cf8a286837249a75cd886fbb2 Mon Sep 17 00:00:00 2001 From: Jack <66967891+ASpoonPlaysGames@users.noreply.github.com> Date: Mon, 4 Nov 2024 00:01:47 +0000 Subject: [PATCH 2/2] Replace uses of `disconnect` with `NSDisconnectPlayer` (#841) As we want to remove `FCVAR_SERVER_CAN_EXECUTE` flag from `disconnect`. --- .../mod/scripts/vscripts/burnmeter/sh_burnmeter.gnut | 2 +- Northstar.CustomServers/mod/scripts/vscripts/sh_loadouts.nut | 5 +++-- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/Northstar.Custom/mod/scripts/vscripts/burnmeter/sh_burnmeter.gnut b/Northstar.Custom/mod/scripts/vscripts/burnmeter/sh_burnmeter.gnut index 37d4356f0..10bca342c 100644 --- a/Northstar.Custom/mod/scripts/vscripts/burnmeter/sh_burnmeter.gnut +++ b/Northstar.Custom/mod/scripts/vscripts/burnmeter/sh_burnmeter.gnut @@ -207,7 +207,7 @@ string function GetSelectedBurnCardRef( entity player ) #if SERVER if ( GetItemDisplayData( ref ).hidden ) - ClientCommand( player, "disconnect" ) + NSDisconnectPlayer( player, "" ) #endif #if SERVER || CLIENT diff --git a/Northstar.CustomServers/mod/scripts/vscripts/sh_loadouts.nut b/Northstar.CustomServers/mod/scripts/vscripts/sh_loadouts.nut index 7a7498b8c..4bf195b6d 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/sh_loadouts.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/sh_loadouts.nut @@ -1509,7 +1509,7 @@ string function GetValidatedPersistentLoadoutValue( entity player, string loadou { printt( "Invalid Loadout Property: ", loadoutType, loadoutIndex, loadoutProperty, value ) value = ResetLoadoutPropertyToDefault( player, loadoutType, loadoutIndex, loadoutProperty ) //TODO: This will call player.SetPersistentVar() directly. Awkward to do this in a getter function - ClientCommand( player, "disconnect #RESETTING_LOADOUT", 0 ) //Kick player out with a "Resetting Invalid Loadout" message. Mainly necessary so UI/Client script don't crash out later with known, bad data from persistence + NSDisconnectPlayer( player, "#RESETTING_LOADOUT" ) // Kick player out with a "Resetting Invalid Loadout" message. Mainly necessary so UI/Client script don't crash out later with known, bad data from persistence } } @@ -1519,7 +1519,8 @@ string function GetValidatedPersistentLoadoutValue( entity player, string loadou { printt( "Invalid Loadout Property: ", loadoutType, loadoutIndex, loadoutProperty, value ) value = ResetLoadoutPropertyToDefault( player, loadoutType, loadoutIndex, loadoutProperty ) //TODO: This will call player.SetPersistentVar() directly. Awkward to do this in a getter function - ClientCommand( player, "disconnect #RESETTING_LOADOUT", 0 ) //Kick player out with a "Resetting Invalid Loadout" message. Mainly necessary so UI/Client script don't crash out later with known, bad data from persistence + NSDisconnectPlayer( player, "#RESETTING_LOADOUT" ) // Kick player out with a "Resetting Invalid Loadout" message. Mainly necessary so UI/Client script don't crash out later with known, bad data from persistence + } ValidateSkinAndCamoIndexesAsAPair( player, loadoutType, loadoutIndex, loadoutProperty, value ) //TODO: This is awkward, has the potential to call a SetPersistentLoadoutValue() if skinIndex and camoIndex are not correct as a pair